AuthorTopic: Superwidepixels rock your world  (Read 3513 times)

Offline ptoing

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Superwidepixels rock your world

on: February 27, 2007, 11:43:17 am
Made to specifications of the Commodore VIC20, an old computer from Commodore that's a bit older than the C64 and quite a bit more limited.
I wont go into details unless people want me to.



This one was used for a demo and had to be stripped down for memory reasons.
There are no ugly colours, only ugly combinations of colours.

Offline Sdw

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Re: Superwidepixels rock your world

Reply #1 on: February 27, 2007, 12:02:56 pm
Cool stuff! Didn't know that the VIC20 had so many colors in the orange/yellow range - I thought it had a similar palette to the C64, but now I did some searching, and there was quite a bit of difference.
What demo is this featured in btw?

Offline Meta|Fox

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Re: Superwidepixels rock your world

Reply #2 on: February 27, 2007, 12:10:12 pm
Looks great, what specific limitations did you have to work with?

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Offline ptoing

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Re: Superwidepixels rock your world

Reply #3 on: February 27, 2007, 12:24:17 pm
Get the oxycompo.zip, It's on the diskfile in there. Was released at the 15 years OXYRON Party (which I could not attend T_T)

http://noname.c64.org/csdb/release/?id=47323&show=review

Mainly c64 stuff, as well as the VIC20 one and one Plus4 demo (which made 1st place). We got in 2nd :D There was some PC stuff and an Amiga one as well I think. Make sure to set XVIC to unexpanded memory. And the Plus4 one wont work in xplus4 (which is a bit shit), use YAPE.

About the limitations:

This is the palette


There is no real bitmap graphic mode on the VIC20 it's all charbased. So this mode is more or less a hack.
Normal characters have pixels which are about as wide as C64 wide ones (this is the normal pixelsize on the VIC20) and they are 8x8 pixels big (16x8 on PC)
In this mode the characters are doubleheight and doublepixels. Doublepixels so that more colours can be used, doubleheight to free memoryspace to allow for free pixelplacement. So in effect each character is 4x16 pixels (16x16 on PC).

You have an area of 22x11 characters at your disposal (size on the 2nd picture), the first image has a 1 tile border around it because you get a border (which is bigger than that) on the real thing. Helps visualisation.

OK, now you get 4 colours per character, 1 of which is unique per char, the rest are shared:

Border colour: global, can only be chosen from the 1st 8 colours (top row in the palette I posted) in mine
Background colour: global, can be any of the 16 colours in mine
Auxiliary colour: global, also any of the 16 colours in mine
Char colour: unique per char, only from the 1st 8 colours in mine

That's about it :B


« Last Edit: September 06, 2010, 07:02:22 pm by ptoing »
There are no ugly colours, only ugly combinations of colours.

Offline Meta|Fox

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Re: Superwidepixels rock your world

Reply #4 on: February 27, 2007, 12:33:23 pm
If it wasn't 11:30 at night here I would so try making one of these! sounds very challenging

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Offline ptoing

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Re: Superwidepixels rock your world

Reply #5 on: February 27, 2007, 12:38:54 pm
Not as challenging as C64 mcol stuff for example, mainly because the restrictions box you in a lot more. Less room to be clever with them.
There are no ugly colours, only ugly combinations of colours.